spiritualweapon

Spiritual Weapon

Level 2 Evocation Spell

9~Spellcasting Ability Modifier Damage

5d8 fire icon bg3 wiki 48px1d8+1+Spellcasting Ability Modifier
damage force icon bg3 wiki guideForce

Summon a floating, spectral weapon that attacks your enemies alongside you.

 spiritual weapon spells bg3 wiki guide min10 turns

range icon baldursgate3 wiki guide 25px18m

bonus action icon baldursgate3 wiki guide 25pxBonus Actionspell slot icon baldursgate3 wiki guide 25pxLevel 2 Spell Slot  

Spiritual Weapon is a Spell in Baldur's Gate 3. Spiritual Weapon is a Lvl 2 Spell from the Evocation school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

Baldur's Gate 3 Spiritual Weapon Information

How to Acquire Spiritual Weapon in BG3

  • Spiritual Weapon can be acquired by the following classes:
  • Spiritual Weapon can be cast by using the following Items:
    • ???

Spiritual Weapon Tips & Notes for BG3

  • Upcasting: For every 2 spell levels the weapon gains 8 Hit Points (20 HP base) and deals an additional +1d8 damage.
  • In BG3, Spiritual Weapon is a summon that can be attacked and destroyed. Once summoned it has its own action economy and can be moved and attack without cost to the caster.

 

Lvl 2 Spells
Aid  ♦  Arcane Lock  ♦  Barkskin  ♦  Blindness  ♦  Blur  ♦  Branding Smite  ♦  Calm Emotions  ♦  Chromatic Orb: Acid (Lvl 2)  ♦  Chromatic Orb: Cold (Lvl 2)  ♦  Chromatic Orb: Fire (Lvl 2)  ♦  Chromatic Orb: Lightning (Lvl 2)  ♦  Chromatic Orb: Poison (Lvl 2)  ♦  Chromatic Orb: Thunder (Lvl 2)  ♦  Cloud of Daggers  ♦  Crown of Madness  ♦  Darkness  ♦  Darkvision  ♦  Detect Thoughts  ♦  Enhance Ability  ♦  Enlarge - Reduce  ♦  Enthrall  ♦  Flame Blade  ♦  Gust of Wind  ♦  Heat Metal  ♦  Hold Person  ♦  Invisibility  ♦  Knock  ♦  Lesser Restoration  ♦  Magic Weapon  ♦  Melf's Acid Arrow  ♦  Mirror Image  ♦  Misty Step  ♦  Moonbeam  ♦  Pass without Trace  ♦  Phantasmal Force  ♦  Prayer of Healing  ♦  Protection from Poison  ♦  Ray of Enfeeblement  ♦  Scorching Ray  ♦  See Invisibility  ♦  Shadow Blade (Spell)  ♦  Shatter  ♦  Silence  ♦  Spike Growth  ♦  Warding Bond  ♦  Web  ♦  Whossa Large Fellow  ♦  Zephyr Break

 




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    • Anonymous

      In case anyone wondering, you can only have one spiritual weapon up at a time. If you cast again when you have one already, the old one disappears when the new one appears.

      • Anonymous

        I forgot how useful this spell can be. It doesnt scale very well but adds decent damage at early levels. Better yet, for solo play it draws a good amount of fire from enemies and can be used to bait opportunity attack reactions from scarier melee enemies. This thing saved my solo Honor Mode run in Moonrise after a series of bad moves on my part. Thanks little buddy!

        • Anonymous

          is it bugged? upcasting it doesnt seem to buff it in game... even tho text tell each extra lvl of spell is 1d8 dmage and extra 8hp on the weapon...consume the slot but doesnt give a boosted weapon...
          a very decent spell pretty much and extra attack for 10 turn based on wisdom usually the best cleric stats

          • Anonymous

            Phenomenal Spell. Took it on my bard in addition to cleric at lvl 6 with magical secrets. Non-concentration, resistant to all damage, does not require the casters bonus actions to manage. Many simple AI enemies will just attack it forever due to omniresistence and it's basically free 6-13 damage per turn (assuming +5 spellcasting). Slamming 2 down on the first round alway makes fights much more manageable. Biggest drawback is that if you summon it on one enemy and they die, it will never reach another enemy unless they're grouped up.

            • Anonymous

              Damage and hit chance for my spiritual weapon are both affected by the wrong modifiers (-1) which the only stat for me is strength

              • Anonymous

                In contrast to everyone else, I think this spell is terrible. Due to the following issues:
                1) 20 ft movement speed is much too little. Sometimes I'd cast it near enemies, but the enemies would die or move before the weapon gets it turn. And it is physically incapable of reaching an enemy before the fight ends.
                2) it has its own initiative and hitpoints. While this is logical to prevent cheese strategies, it's kind of frustrating to cast it and then having it get destroyed before it's turn gets around.

                The only upside is that it's a bonus action and 2nd level spell slot. Later in the game you'll have plenty of 2nd level slots, but the usefulness of a single attack roll with mediocre force damage is not really great at that point.

                All in all it has just been a clunky and frustrating spell to use. Desperately trying to reach enemies which never happens. Its only use is a meat shield.

                • Anonymous

                  Do any of the feats affect spiritual weapon like polearm master, alert or sentinel? Because this thing is pure ass. Low movement speed, no dash, low initiative, no attack of opportunity. This has be most useless offensive spell alongside the sacred flame cantrip.

                  • Anonymous

                    Greatsword gives bleed. 2dmg per turn.
                    Halberd gives bleed. 2dmg per turn.
                    Maul gives daze. Removes DEX AC bonuses.
                    Spear gives gaping wounds. +2 Damage per hit.
                    Trident gives gaping wounds. +2 Damage per hit.
                    Great Axe gives cleave. 1/2 dmg in AoE attack.

                    • Anonymous

                      Did they nerf the movement of the spirit weapon? i know for sure it was recently able to walk/fly longer than just 6 meters...

                      • Anonymous

                        for me, my character can't take any actions once i have Spiritual Weapon... I am not sure if this is a bug on my end, but this is so frustrating...

                        • Anonymous

                          Oh my god why did they buff it. It was already one of the best spells in 5E and they've given it its own action economy.

                          • Anonymous

                            Spiritual weapon not being able to attack the first turn that it's summoned is awful. Takes a full turn before it can begin attacking; two whole turns if it gets put before you in initiative order.

                            • Anonymous

                              Am i not reading this correctly or is this saying only life and war domain clerics have access to this spell?

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